A friend of mine did it for me!
I will let the lines here!
You need just copy those lines below, then right click on ''VE_Single_Actor.JS'', edit, then select all, and Ctrl + V.
//=============================================================================
// One-Actor Menu Version 1.04
//=============================================================================
/*:
* @plugindesc One-Actor's menu. This plugin is made for one playable actor only.
* @author Ventiqu - 2016
*
* @help Remember to turn off Formation! Go to Database - System - Menu Commands and turn off Formation.
* This changes menu to look like its meant for one actor only.
*
* --Changelog--
* 1.04 - 20.11.2016 - Modified script, adding more possibilities to work with other plugins.
* 1.03 - 25.6.2016 - Minor fixes.
* 1.02 - 11.6.2016 - Fixed black screen bug.
* 1.01 - 1.12.2015 - Skill-, Equip- and Status menu will open for actor 1 only so no more need to press OK before you can jump to new window.
*
* --Contact--
*
http://forums.rpgmakerweb.com/index.php?/topic/51917-single-actor/
* Steam: Ventiqu
*/
(function() {
function Scene_Base() {
this.initialize.apply(this, arguments);
}
// this will create menus like status- and gold window
var _Scene_Menu_create = Scene_Menu.prototype.create;
Scene_Menu.prototype.create = function() {
_Scene_Menu_create.call(this);
this._statusWindow.x = 335;
this._statusWindow.y = 130;
this._goldWindow.x = Graphics.boxWidth / this._goldWindow.width + 92;
this._goldWindow.y = Graphics.boxHeight - this._goldWindow.height - 135;
};
// this will create commandwindow
var _Scene_Menu_command = Scene_Menu.prototype.createCommandWindow;
Scene_Menu.prototype.createCommandWindow = function() {
this._commandWindow = new Window_MenuCommand(95, 130); //Position for menu x and y
this._commandWindow.setHandler('item', this.commandItem.bind(this));
this._commandWindow.setHandler('skill', this.commandPersonal.bind(this));
this._commandWindow.setHandler('equip', this.commandPersonal.bind(this));
this._commandWindow.setHandler('status', this.commandPersonal.bind(this));
this._commandWindow.setHandler('formation', this.commandFormation.bind(this));
this._commandWindow.setHandler('options', this.commandOptions.bind(this));
this._commandWindow.setHandler('save', this.commandSave.bind(this));
this._commandWindow.setHandler('gameEnd', this.commandGameEnd.bind(this));
this._commandWindow.setHandler('cancel', this.popScene.bind(this));
this.addWindow(this._commandWindow);
};
// this will push skill, equip or status depends on which you selected.
Scene_Menu.prototype.commandPersonal = function() {
this._statusWindow.setFormationMode(false);
switch (this._commandWindow.currentSymbol()) {
case 'skill':
SceneManager.push(Scene_Skill);
break;
case 'equip':
SceneManager.push(Scene_Equip);
break;
case 'status':
SceneManager.push(Scene_Status);
break;
}
};
Scene_ItemBase.prototype.showSubWindow = function(window) {
window.x = this.isCursorLeft() ? Graphics.boxWidth - window.width : 0;
window.show();
window.activate();
};
// removed text from this so this wont mess around
Scene_Menu.prototype.onPersonalOk = function() {
};
// Rows for menucommands
Window_MenuCommand.prototype.numVisibleRows = function() {
return 7;
};
// height for goldwindow
Window_Gold.prototype.windowHeight = function() {
return this.fittingHeight(1);
};
// width for menustatus
Window_MenuStatus.prototype.windowWidth = function() {
return 325;
};
// height for windowstatus
Window_MenuStatus.prototype.windowHeight = function() {
var h1 = this.fittingHeight(1);
var h2 = this.fittingHeight(2);
return Graphics.boxHeight - h1 - h2 - 85;
};
// maxCols is for max party members shown. This is set to 1, because this is single-player menu.
// do not change this unless you know what you are doing.
Window_MenuStatus.prototype.maxCols = function() {
return 1;
};
// just like maxCols, but this is rows. This is set to 1, because this is single-player menu.
// do not change this unless you know what you are doing.
Window_MenuStatus.prototype.numVisibleRows = function() {
return 1;
};
// draws actor face. Actor's face is fixed.
Window_MenuStatus.prototype.drawItemImage = function(index) {
var actor = $gameParty.members()[index];
var rect = this.itemRectForText(index);
var w = Math.min(rect.width, 144);
var h = Math.min(rect.height, 144);
var lineHeight = this.lineHeight();
this.changePaintOpacity(actor.isBattleMember());
this.drawActorFace(actor, rect.x + 60, rect.y + lineHeight * 2.0, w, h); // change x + 50 for example if you want do change its x position.
this.changePaintOpacity(true);
};
// draws actor name, level, class, hp, mp and status icons.
Window_MenuStatus.prototype.drawItemStatus = function(index) {
var actor = $gameParty.members()[index];
var rect = this.itemRectForText(index);
var x = rect.x;
var y = rect.y;
var width = rect.width;
var bottom = y + rect.height;
var lineHeight = this.lineHeight();
var toLevel = actor.nextRequiredExp() + actor.currentExp();
this.drawActorName(actor, x, y + lineHeight * 0, width);
this.changeTextColor(this.systemColor());
this.drawText("Level Up", x + 160, y + lineHeight * 0, width);
this.resetTextColor();
this.drawActorLevel(actor, x, y + lineHeight * 1, width);
this.drawText(actor.currentExp()+"/"+toLevel, x + 160, y + lineHeight * 1, width);
this.drawActorClass(actor, x + 160, y + lineHeight * 0, width);
this.drawActorHp(actor, x, bottom - lineHeight * 3.1, width);
this.drawActorMp(actor, x, bottom - lineHeight * 2.1, width);
this.drawActorIcons(actor, x, bottom - lineHeight * 1, width);
};
Game_System.prototype.winCount = function() {
return this._winCount;
};
var _Window_initialize = Window_MenuActor.prototype.initialize;
Window_MenuActor.prototype.initialize = function() {
_Window_initialize.call(this);
};
})();
